Extra Traits for C2C

OK here is the list i have what is wrong with it?

Spoiler :
Code:
<TraitInfo>
			<Type>TRAIT_PROGRESSIST</Type>
			<Description>TXT_KEY_TRAIT_PROGRESSIST</Description>
			<ShortDescription>TXT_KEY_TRAIT_PROGRESSIST_SHORT</ShortDescription
			<iMaxAnarchy>3</iMaxAnarchy>
			<FreePromotionUnitCombatTypes>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_COMBAT1</PromotionType>
						<UnitCombatTypes>
							<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
							<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
							<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
							<UnitCombatType>UNITCOMBAT_ASSAULT_MECH</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
			</FreePromotionUnitCombatTypes>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_POLITICIAN</Type>
			<Description>TXT_KEY_TRAIT_POLITICIAN</Description>
			<ShortDescription>TXT_KEY_TRAIT_POLITICIAN_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
			<fRevIdxGoodReligionMod>0.5</fRevIdxGoodReligionMod>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_HUMANIST</Type>
			<Description>TXT_KEY_TRAIT_HUMANIST</Description>
			<ShortDescription>TXT_KEY_TRAIT_HUMANIST_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
		</TraitInfo>
		<!-- END: POSITIVE_TRAIT -->
		<!-- BEGIN: NEGATIVE_TRAIT (DRAWBACK) -->
		<TraitInfo>
			<Type>TRAIT_ANTI_CLERICAL</Type>
			<Description>TXT_KEY_TRAIT_ANTI_CLERICAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_ANTI_CLERICAL_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_CRUEL</Type>
			<Description>TXT_KEY_TRAIT_CRUEL</Description>
			<ShortDescription>TXT_KEY_TRAIT_CRUEL_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
			<iMaxGlobalBuildingProductionModifier>50</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>50</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>50</iMaxPlayerBuildingProductionModifier>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_ARROGANT</Type>
			<Description>TXT_KEY_TRAIT_ARROGANT</Description>
			<ShortDescription>TXT_KEY_TRAIT_ARROGANT_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_IDEALISTIC</Type>
			<Description>TXT_KEY_TRAIT_IDEALISTIC</Description>
			<ShortDescription>TXT_KEY_TRAIT_IDEALISTIC_SHORT</ShortDescription
			<iMaxAnarchy>3</iMaxAnarchy>
			<ExtraYieldThresholds>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>4</iExtraYieldThreshold>
			</ExtraYieldThresholds>
			<TradeYieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>1</iYield>
			</TradeYieldModifiers>
			<CommerceChanges/>
			<CommerceModifiers/>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_RECKLESS</Type>
			<Description>TXT_KEY_TRAIT_RECKLESS</Description>
			<ShortDescription>TXT_KEY_TRAIT_RECKLESS_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
			<iLevelExperienceModifier>-25</iLevelExperienceModifier>
			<iGreatGeneralRateModifier>-40</iGreatGeneralRateModifier>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_MEGALOMANIAC</Type>
			<Description>TXT_KEY_TRAIT_MEGALOMANIAC</Description>
			<ShortDescription>TXT_KEY_TRAIT_MEGALOMANIAC_SHORT</ShortDescription
			<iMaxAnarchy>3</iMaxAnarchy>
			<FreePromotionUnitCombatTypes>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_CITY_GARRISON1</PromotionType>
						<UnitCombatTypes>
							<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
							<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
							<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_DRILL1</PromotionType>
						<UnitCombatTypes>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
			</FreePromotionUnitCombatTypes>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_BARBARIC</Type>
			<Description>TXT_KEY_TRAIT_BARBARIC</Description>
			<ShortDescription>TXT_KEY_TRAIT_BARBARIC_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_ISOLATIONIST</Type>
			<Description>TXT_KEY_TRAIT_ISOLATIONIST</Description>
			<ShortDescription>TXT_KEY_TRAIT_ISOLATIONIST_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
			<FreePromotionUnitCombatTypes>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
						<UnitCombatTypes>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
					<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
							<UnitCombatType>UNITCOMBAT_ASSAULT_MECH</UnitCombatType>
					<UnitCombatType>UNITCOMBAT_CLONES</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
			</FreePromotionUnitCombatTypes>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_FANATICAL</Type>
			<Description>TXT_KEY_TRAIT_FANATICAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_FANATICAL_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
			<FreePromotionUnitCombatTypes>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_FLANKING1</PromotionType>
						<UnitCombatTypes>
							<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
							<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
							<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
							<UnitCombatType>UNITCOMBAT_WHEELED</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_GUERILLA1</PromotionType>
						<UnitCombatTypes>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
					<UnitCombatType>UNITCOMBAT_WHEELED</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_SPEED</PromotionType>
						<UnitCombatTypes>
							<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
			</FreePromotionUnitCombatTypes>
			<BonusHappinessChanges>
				<BonusHappinessChange>
					<BonusType>BONUS_HORSE</BonusType>
					<iHappinessChange>1</iHappinessChange>
				</BonusHappinessChange>
				<BonusHappinessChange>
					<BonusType>BONUS_FUR</BonusType>
					<iHappinessChange>1</iHappinessChange>
				</BonusHappinessChange>
			</BonusHappinessChanges>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_POPULIST</Type>
			<Description>TXT_KEY_TRAIT_POPULIST</Description>
			<ShortDescription>TXT_KEY_TRAIT_POPULIST_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
			<iUpkeepModifier>25</iUpkeepModifier>
			<ExtraYieldThresholds>
				<iExtraYieldThreshold>5</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
			</ExtraYieldThresholds>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_EXCESSIVE</Type>
			<Description>TXT_KEY_TRAIT_EXCESSIVE</Description>
			<ShortDescription>TXT_KEY_TRAIT_EXCESSIVE_SHORT</ShortDescription
			<iMaxAnarchy>3</iMaxAnarchy>
			<FreePromotionUnitCombatTypes>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_LOYALTY</PromotionType>
						<UnitCombatTypes>
							<UnitCombatType>UNITCOMBAT_SPY</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_IMPROVISE1</PromotionType>
						<UnitCombatTypes>
					<UnitCombatType>UNITCOMBAT_SPY</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
			</FreePromotionUnitCombatTypes>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_FOREIGN</Type>
			<Description>TXT_KEY_TRAIT_FOREIGN</Description>
			<ShortDescription>TXT_KEY_TRAIT_FOREIGN_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_TEMPERAMENTAL</Type>
			<Description>TXT_KEY_TRAIT_TEMPERAMENTAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_TEMPERAMENTAL_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
			<iDomesticGreatGeneralRateModifier>-50</iDomesticGreatGeneralRateModifier>
			
			<FreePromotionUnitCombatTypes>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
						<UnitCombatTypes>
							<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
			</FreePromotionUnitCombatTypes>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_REVOLUTIONARY</Type>
			<Description>TXT_KEY_TRAIT_REVOLUTIONARY</Description>
			<ShortDescription>TXT_KEY_TRAIT_REVOLUTIONARY_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
			<FreePromotionUnitCombatTypes>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_LOYALTY</PromotionType>
						<UnitCombatTypes>
							<UnitCombatType>UNITCOMBAT_SPY</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_IMPROVISE1</PromotionType>
						<UnitCombatTypes>
					<UnitCombatType>UNITCOMBAT_SPY</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
			</FreePromotionUnitCombatTypes>
		</TraitInfo>
		<!-- END: NEGATIVE_TRAIT (DRAWBACK) -->
		<!-- BEGIN: SPECIAL_TRAIT (MINOR AND BARBARIAN) -->
		<TraitInfo>
			<Type>TRAIT_HUNTER_GATHERER</Type>
			<Description>TXT_KEY_TRAIT_HUNTER_GATHERER</Description>
			<ShortDescription>TXT_KEY_TRAIT_HUNTER_GATHERER_SHORT</ShortDescription>
			<iMaxAnarchy>3</iMaxAnarchy>
			<iGreatGeneralRateModifier>-75</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>-75</iDomesticGreatGeneralRateModifier>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>1</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>-50</iCommerce>
			</CommerceModifiers>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_SEMI_CIVILIZED</Type>
			<Description>TXT_KEY_TRAIT_SEMI_CIVILIZED</Description>
			<ShortDescription>TXT_KEY_TRAIT_SEMI_CIVILIZED_SHORT</ShortDescription>
			<iHealth>1</iHealth>
			<iHappiness>1</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>-20</iUpkeepModifier>
			<FreePromotionUnitCombatTypes>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
						<UnitCombatTypes>
							<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
			</FreePromotionUnitCombatTypes>
		</TraitInfo>
		<TraitInfo>
			<Type>TRAIT_BARBARIAN</Type>
			<Description>TXT_KEY_TRAIT_BARBARIAN</Description>
			<ShortDescription>TXT_KEY_TRAIT_BARBARIAN_SHORT</ShortDescription>
			<iHealth>1</iHealth>
			<iHappiness>1</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>-20</iUpkeepModifier>
			<FreePromotionUnitCombatTypes>
				<FreePromotionUnitCombatType>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
						<UnitCombatTypes>
							<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
						</UnitCombatTypes>
				</FreePromotionUnitCombatType>
			</FreePromotionUnitCombatTypes>
		</TraitInfo>

Now just dont say well anti-clerical needs -1:mad: temples, show me how it works on this trait file, thx.
 
:eek: No comments or suggestions on these, because some absolutely do nothing the way i put them there??:mischief:

Its been over a week now:confused::rolleyes:

Then later i will need a list you'll think every leader needs which of these NEW traits, but not right now, so PLS ideas/suggestion, before v23 comes out.:please:
 
I love the idea of the new ones you're putting in... the more the merrier. But its hard to comment on a large list of them without really going through each one. Better if we can focus on one at a time for the purpose of generating feedback. ;)
 
PROGRESSIST +1 combat and max anarchy 2, thats very powerful, make sure they have 0 double speed buildings pretty much.

HUMANIST - max anarchy 3- What else do they get??? Compare this to progressist- thats not fair at all.

Having uneven traits is not a good thing at all. Different traits is fine, but unfairly disproportionate is not.
RECKLESS-
Max anarchy 3
<iLevelExperienceModifier>-25</iLevelExperienceModifier>
<iGreatGeneralRateModifier>-40</iGreatGeneralRateModifier> So this is NEGATIVE 40% and NEGATIVE 25%?? Thats pretty huge.

Compare with BARBARIC iMaxAnarchy>3</iMaxAnarchy> AND THATS IT! How is that balanced dude.. make them fair. Unless you plan on balancing them by having all the more powerful traits ONLY paired up with the weak ones, in which case this is ok, although harder to do. If you plan on just giving the traits out willy nilly and think that the fact that some are more powerful than others will add to the game diversity and won't matter in terms of balance etc You are wrong.

Hunter gatherer <iCommerce>-50</iCommerce> what is this?
<iGreatGeneralRateModifier>-75</iGreatGeneralRateModifier>
For hunter gatherer.. if that is negative 50% commerce for something AND negative 75% GG's thats way way way too negative. Try 15% 15% more like it :lol:
 
I would say do these ones like this
Progressist +1 culture, +1 Happy
Humanist? Isnt there already humanitarian?
Reckless, I would say give combat 1, bonus military production but +5% food needed to grow (Reckless implies a lack of forethought, and taking things head on)
Barbaric Bonus from pillaging, if possible bonus from razing cities, -5% sci
Hunter Gatherer -10% food needed to grow, free woodsman promo on recon (or the bonus movement one I forget the name of it), -5% Hammers
The numbers might need tweaking but traits are currently something static so having them purely negative just means some leaders will never see use, the main reason you pick a leader in C2C is the traits, and native culture.
However I am also not sure what ones are the normal core 2 and which ones are ment to be the 3rd negative.
 
<Type>TRAIT_CRUEL</Type>
<iMaxAnarchy>3</iMaxAnarchy>
<iMaxGlobalBuildingProductionModifier>50</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>50</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>50</iMaxPlayerBuildingProductionModifier>

I think you mean -50 ? At the moment Stalin gets +100% to wonder production.

I don't see how any of these new traits fit. It is not even close to balanced. The hunter gatherer civs are all terrible,
<iMaxAnarchy>3</iMaxAnarchy>
<iGreatGeneralRateModifier>-75</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>-75</DomesticGreatGeneralRateModifier>
So thats -150% great general inside borders? Is it cumulative? On top of this they get -50% culture in all cities.
Imaxanarchy3 and a measly +1 research per city doesn't make up for it. It should be more like +10 research
 
Changes I suggest:
Spoiler :

Including Original traits:-

Spiritual:
MaxAnarchy 2

Aggressive:
+15% GG's

Seafaring:
+2 health

Expansionistic:
+4 health

Industrious:
+35% Wonder production

Deceiver:
+3 EP's per city
POSITIVE

PROGRESSIST
+50% Slave Market
All the same worker production bonuses to expansive
+10% wonder production
COMBAT1
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
<UnitCombatType>UNITCOMBAT_ASSAULT_MECH</UnitCombatType>


POLITICIAN
<iMaxAnarchy>4</iMaxAnarchy>
<fRevIdxGoodReligionMod>0.5
+1 happy per city.
POLIS_COUNCIL +100%


HUMANIST -

NEGATIVE ONES:

TRAIT_CRUEL
+1 unhappy
-10%culture
<iMaxGlobalBuildingProductionModifier>10</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>10</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>10</iMaxPlayerBuildingProductionModifier>

TRAIT_RECKLESS
<iLevelExperienceModifier>-25</iLevelExperienceModifier>
<PromotionType>PROMOTION_SPEED</PromotionType> <UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>

TRAIT_MEGALOMANIAC
+2% science
-20% culture
+1 unhappy
+4% gold (no idea really just pulling numbers out of my a$$)

TRAIT_BARBARIC
+1unhappy per city
-10% culture
<PromotionType>PROMOTION_COMBAT1</PromotionType>
<UnitCombatTypes> <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType> <UnitCombatType>UNITCOMBAT_GUN</UnitCombatType> <UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType> <UnitCombatType>UNITCOMBAT_ASSAULT_MECH</UnitCombatType>

TRAIT_ISOLATIONIST
-20% foriegn trade routes.
-20% culture
+7% science
<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
<UnitCombatTypes>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
<UnitCombatType>UNITCOMBAT_ASSAULT_MECH</UnitCombatType>
<UnitCombatType>UNITCOMBAT_CLONES</UnitCombatType>

TRAIT_FANATICAL
-15% science
<FreePromotionUnitCombatTypes>
<FreePromotionUnitCombatType>
<PromotionType>PROMOTION_FLANKING1</PromotionType>
<UnitCombatTypes>
<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<UnitCombatType>UNITCOMBAT_WHEELED</UnitCombatType>
<PromotionType>PROMOTION_GUERILLA1</PromotionType>
<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<UnitCombatType>UNITCOMBAT_WHEELED</UnitCombatType>
<PromotionType>PROMOTION_SPEED</PromotionType>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
HORSE <iHappinessChange>1</iHappinessChange>
</BonusHappinessChange>
<BonusHappinessChange>

TRAIT_POPULIST_SHORT
-5% production
<iUpkeepModifier>5</iUpkeepModifier>
<ExtraYieldThresholds>
<iExtraYieldThreshold>5</iExtraYieldThreshold> which is same as agricultural i think
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>

Trait - EXCESSIVE
-10%production
Free City Raider I on melee units
+1 espionage per city.


TRAIT_FOREIGN
+.5 unhappy per city.
-10% culture
-5% science
+10% espionage
<FreePromotionUnitCombatTypes>
<FreePromotionUnitCombatType>
<PromotionType>PROMOTION_LOYALTY</PromotionType> <UnitCombatType>UNITCOMBAT_SPY</UnitCombatType>
<PromotionType>PROMOTION_IMPROVISE1</PromotionType>
CombatType>UNITCOMBAT_SPY</UnitCombatType>

TEMPERAMENTAL
-1happy per city.
-5% culture.


TRAIT_REVOLUTIONARY
+2 unhappiness
-10%culture
<iMaxAnarchy>3</iMaxAnarchy>
<FreePromotionUnitCombatTypes>
<FreePromotionUnitCombatType>
<PromotionType>PROMOTION_LOYALTY</PromotionType>
<UnitCombatType>UNITCOMBAT_SPY</UnitCombatType>

HUNTER_GATHERER
<iGreatGeneralRateModifier>-30</iGreatGeneralRateModifier>
<iCommerce>-15</iCommerce> (which is -15% culture)
+1food on seed camps, double production granary, double production modern granary.

TRAIT_ARROGANT -

TRAIT_IDEALISTIC - not sure what these are.
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>4</iExtraYieldThreshold>
</ExtraYieldThresholds>
<TradeYieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>1</iYield>

ANTI_CLERICAL
-1 Happy for all monastaries
 
One other thing I forgot to mention, while you decide on what these traits are exactly, can you please remove them from the civs. Leave them in the CIV4TraitInfos and where-ever else but don't assign them to civs like you have until they are all finalized, like at the moment certain civs have negative traits while others don't, and some are clearly unbalanced. These traits have the potential to ruin peoples games I reckon. Oh and these suggestions above are by no means what I think should be the final traits, just a rough ball park of how they should look imo.
 
This is just an idea, STFU me as needed...but...what if the 3rd trait is activated as any other civic but with different mechanic, as example:
Hunter:
- no anarchy
- 20 turns wait until first stage
- first stage: butchering/analyzing animals gives 25% more resources (either food, hammers, culture or tech)
- 10 more turns until second stage
- second stage: first stage + 50% more chance of subduing animals

just think about it, this way you think very carefully what trait to choose in advance and usually you are going to try to stick to it...also this gives flexibility, as example this hunter trait becomes useless usually reaching renaisance...later sometimes...so you can change for another more usefull...but im not sure if you can set civics with "delays"...this also allow to unlock traits for different ages or from certain techs...tho imo traits should be universals and unlocked from the begining...

I was thinking...3rd traits should have negative effects just to add some balance, let me use again my own example:
Hunter:
- no anarchy
- 20 turns wait until first stage
- first stage: pos) butchering/analyzing animals gives 25% more resources (either food, hammers, culture or tech)
neg) 5% less culture all cities
- 10 more turns until second stage
- second stage: first stage + 50% more chance of subduing animals
 
@Sgtslick: I like those changes, it makes the bad traits something to actually be concerned about. SO, what say you?

Keep them coming this is exactly what i wanted, thats why i did them (ahem) a little screwed up, no offense to anyone, but just testing.
 
One other thing I forgot to mention, while you decide on what these traits are exactly, can you please remove them from the civs. These traits have the potential to ruin peoples games I reckon.

Like in my game the aborigines got owned coz they were hunter gatherer trait. Some civs had 3 positive traits, such as stalin and mao. Can you remove the new traits from all the leaders while they are figured out.
 
Like in my game the aborigines got owned coz they were hunter gatherer trait. Some civs had 3 positive traits, such as stalin and mao. Can you remove the new traits from all the leaders while they are figured out.

Can't really figure them out without having them there for people to play test and comment on. This is the downside to using the SVN for players. Quickest way to resolve issues is to provide specific comments and suggestions on which traits and/or leaders need to change and (a suggestion for) how.
 
Like in my game the aborigines got owned coz they were hunter gatherer trait. Some civs had 3 positive traits, such as stalin and mao. Can you remove the new traits from all the leaders while they are figured out.

In the mean time you can manually select leaders without negative traits if you want things to be more balanced.
 
In the mean time you can manually select leaders without negative traits if you want things to be more balanced.

Now remember this also, some leaders wont get three traits also, because the third trait is mainly a NEGATIVE trait, like Boudica, Charlemagne, Gilgamesh, Justinian, and of course Barbarian himself. Unless "we" can come up with something that fits??
 
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_AGRICULTURAL</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
<ProductionTraitType>TRAIT_HUNTER_GATHERER</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
<ProductionTrait>

Is this ok to simply list two like this?

One other question, you know how NOMAD get +1 food on those scavenger plots, like horses and stuff don't they- where is this listed? Like what xml file is that in. I found all the unit and building ones but don't know where this one is.

Oh and is there a spreadsheet for all the traits currently? Like which leaders have which traits- would help for balancing if there was a spreadsheet, or do you just use Civ4LeaderHeadInfos.xml

I also thought i'd fill in the TraitsPedia_CIV4GameText.xml with description of the missing traits like nomad, scientific, cruel, politician etc. Might take me a little while to get all the changes done and fill this in etc but should be done in a day or two i guess.

You guys can just adjust my work if you don't like it or put it in the svn as a .rar alternative traits or something if you want.
 
Now remember this also, some leaders wont get three traits also, because the third trait is mainly a NEGATIVE trait, like Boudica, Charlemagne, Gilgamesh, Justinian, and of course Barbarian himself. Unless "we" can come up with something that fits??

I'm thinking ALL leaders should have a negative trait in addition to their main two positive ones unless they have a lesser benefiting positive trait to balance that out.
 
k ill do that. Do you guys know the answer to my questions, kinda stuck until someone can tell me if this is ok:
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_AGRICULTURAL</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
<ProductionTraitType>TRAIT_HUNTER_GATHERER</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
<ProductionTrait>

This for example is granary in CIV4BuildingInfos.xml - Can I simply list one after the other like this?
 
Just glancing at this I can't really tell much about the specifics of things... seems to be SVN stuff with no real in thread documentation (outside a wall of code)... but spiritual is probably still broken beyond all reason and this seems to be ignored in this.

The reason I say this is simplly because the major bonus for spiritual is one that seems to be spreading around in this like a plague. Its the reason Spiritual AI CIvs tend to average literally double sized empires in my games, as long as they are actually a major CIV. Anarchy turns reduced.

No Anarchy, or at least reduced anarchy, means that the REV mechanics are bypassed.

ALso, Stalin and Mau have the same major issues... they can't farm worth imaginary beans and tend to slaughter their own people. In short they are great for industry... and terrible with population growth.
 
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